float3 lightColor;
float lightIntensity = 1.0f;

struct AmbientVSInput
{
    float3 Position : POSITION0;
};

struct AmbientVSOutput
{
    float4 Position : POSITION0;
};

AmbientVSOutput AmbientVS(AmbientVSInput input)
{
    AmbientVSOutput output;

    output.Position = float4(input.Position, 1);

    return output;
}

float4 AmbientPS(AmbientVSOutput input) : COLOR0
{
	return lightIntensity * float4(lightColor, 0);
}

technique AmbientLight
{
	pass Pass0
	{
		VertexShader = compile vs_2_0 AmbientVS();
		PixelShader = compile ps_2_0 AmbientPS();
	}
}